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This adventure is designed for the Cyberpunk 2020 game and is based on material found in
R. Talsorian Games’ Pac Rim sourcebook. While this supplement can provide detailed
background material on Japan (the country in which this adventure is set) in the year 2020, it is
not necessary to have the book to play Ride the Divine Wind.
Ride the Divine Wind sees the player characters used as unwitting pawns in a get-rich-quick
scheme. It all starts innocently enough, with a search for a runaway teenager who has joined a
gang of bosozoku (“reckless-driving tribes”). But there’s more at stake here than just a missing
kid. Millions of yen and a radical new technology that could change the face of the transportation
industry may also hang in the balance.
This adventure can accommodate a number of character types. As written, the characters are
a team of detectives (solos and freelancing cops) who are hired by a wealthy J apanese executive
who wants to find his ru naway daughter. This team could also include techies and netrunners.
Alternatively, the characters might be friends of the runaway, young rockers or school chums
who want to find their friend before the father’s “hired goons” do. Street types that the daughter
has dealt with in the past (fixers, techies, rockers and netrunners) might also be motivated to help
out an old friend. The gamemaster should set this friendship p in advance by briefly introducing
the daughter to the characters before this adventure begins. Since she’s from a wealthy family,
maybe she helps one of the characters out with a “pay me back when you can” credit loan.
Finally, a media team might want to find the girl so that they can get an exclusive scoop.
Since the daughter ran from the lap of luxury to the uncertain existence of a bike gang, it’s the
perfect “riches to rags” story.
The alternative set-ups listed above require the gamemaster to create the team of non-player
characters that is hired by the father, and to work the actions of this team into the events
described below.
STORY BACKGROUND
Kinuko Sekiguchi was always too individualistic foi- her own good. First, it was the brightly-
colored pockets and extra buttons on her school uniform. Then came the light tattoos and spiked
hair. In no time she was neglecting her studies and hanging out at the ge-sen (game center) with
the bad youths.
Her father, a middle-management executive with Yamaha International Cybercycle Systems
(YICS), tried to talk sense into her. “If you continue on this course,” said Naotomo Sekiguchi,
“you will surely fail the university entrance exams and shame this family. We have enough of a
burden to bear already.”
This was a veiled reference to his wife’s suicide, which took place three years ago. The cause
was Naotomo’s infidelity a fact Kinuko only recently learned. Her father throwing her, mothees
death in her face was too much for Kinuko. She lashed out at him, calling him an adulterer. The
result was a stony silence, as Naotomo buried himself in his work. Unable to cope with her
father’s sudden indifference toward her, Kinuko ran away from home.
She found the love she was looking for in the arms of Shiro Toyomura, a member of the
Musha Bashiri (“Running Soldiers” motorcycle gang. Shiro at first saw Kinuko only as a pretty
plaything. But when he learned that Kinuko’s father oversaw a research lab at YICS where
cybernetic motorcycles were designed and built, he decided to use her to impress the ganis
president. He pressured Kinuko into stealing her fathees mag-key and entering the lab. The plan
was for her to steal high-tech motorcycle accessories.
Security was tight, but Kinuko had made infrequent visits to the lab before and was
recognized by the workers. She was able to sweet-talk her way past the guards. Inside the lab,
she found a completed “concept bike” – a secret motorcycle prototype that would be the basis for
next year’s models.
Kinuko had been fitted with a vehicle link two years ago, when her father gave her a Yamaha
CuteScoot to ride to school. She now used this interface to access the concept bike’s control
systems. Ar she revved the nearly-silent engine, the thrill of being one with such a powerful
street bike overwhelmed her. Kinuko decided then and there that she would keep the bike, rather
than give it to her boyfriend. Stealing it would allow her to enter the gang on her own terms.
\Vhen Kinuko wheeled the sleek-looking concept bike into a parking stall outside the ge-sm
where Musha Bashiri hung out, the gang members were suitably impressed. Shiro tried to claim
credit for the theft, but Kinuko refused to let him. Speaking her mind led to their first fight. Shiro
broke up with her then and there, but Kinuko was allowed to join the gang.
Eventually, Shiro realized that he really did love Kinuko. But it was too late; she had already
become the girlfriend of his chief rival, fellow gang member Hitoshi Yamada. Yet Kinuko still
has a soft spot for Shiro. Her indecision as to which of the two young men she likes,6est is sure
to cause some friction in the gang.
NAOTOMO’S PLAN
Naotomo Sekiguchi was understandably furious to learn that his own daughter was behind
the theft of the Yamaha Kamikaze concept bike. Anger and shame were quickly followed by a
well founded fear that he would lose his job. Such is his standing at Yamaha International
Cybercycle Systems, however, that he has convinced his superiors to let him personally handle
the recovery of the bike. He hires a team (the player characters) at his own expense to track it
down and to bring his daughter home.
Although he pretends to be concerned for his daughter’s welfare, Naotomo is so outraged by
his daughter’s actions that he no longer cares what happens to her. Ultimately, it becomes clear
that his instructions to “go softly and use caution” come more out of a concern for recovering the
bike intact than out of any fear of what might happen to his daughter. Naotomo knows that, even
if he recovers the bike, his corporation will be forced to fire him as a result of his daughters
transgression. He will be blacklisted, unable to get a decent job anywhere else.
Out of desperation, he has hatched a scheme. The first step involved planting information in
the YICS lab’s computer files that suggests that the Yamaha Kamikaze contained a unique
design feature that would revolutionize the automotive industry: a micro-battery that never needs
replacing and is capable of holding enormous power in a lightweight package. (Conventional
automotive batteries are bulky and must be replaced every three to five years.)
The next step was to call an impromptu press conference that hinted at radical new
developments in the YICS lab without mentioning any specifics. Naotomo knew that his
competitors would try to hack their way into the lab’s computer files, where they would find the
false information he had planted.
The final step was hiring the characters then telling others in the industry “in strict
confidence’ about the bike’s theft and YICS’ hush-hush efforts to recover it. He knows this will
confirm the micro-battery’s value in the minds of his competitors.
As soon as word “leaks out’ about the amazing new micro-battety, Yamaha International
Cybercycle stock will go through the roof. (It’s already doing this when Naotomo hires the
characters.) Naotomo, like all loyal managers who believe in the company they work for, owns
large amounts of this stock. He plans to dump it and realize a healthy profit long before the
motorcycle is recovered and his ruse is revealed. The rival corporations (and stock purchasers)
will realize that they have been had but not by whom. Playing the role of the innocent, aggrieved
father, Naotomo can pocket the rewards and will never need to seek employment again.
Cyber: Basic processor; interface plugs; vehicle link; various fashionwear (e.g. skinwatch,
light tattoo, shift-tacts, techhair); nasal filters (versus smog).
Musha Bashiri are a gang of approximately fifty high-school and university drop-outs from
middle and upper-class homes. They roam the city of Tokyo and its suburbs on motorcycles that
were originally gifts from their indulgent parents (although many of the parts are hot). Some of
the gangs members have broken off all ties with their families, and a handful were tossed out on
their ear for causing shame to their families by preferring to hang out with their friends, rather
than cramming for university entrance exams. Others are on better terms and make regular visits
home to beg for money or a home-cooked meal.
The Musha Bashiri are a typical example of a bosozuoku gang. They ride an assortment of
different motorcycles, but all are painted in brilliant colors and are decorated with the gang’s
slogans, painted in kanji characters. The gangers themselves are a mixture of Japanese tradition
and rebellion. They wear baggy, Western-style pants and T-shirts, but when riding strap on thick
plastic masks that cover their nose, cheeks and jaw. These colorful, grimacing masks are replicas
of the lacquered iron masks worn by samurai warriors in battle.
Those few gangers who do wear helmets burn incense in them before wearing them, just as
ancient soldiers burned incense in their helmets so that their heads, if decapitated, would smell
sweet.
The average Musha Bashiri gang member is lightly armored, at best (leather paiits and
jacket; SP 4). A few carry knives, and the leader and his two lieutenants are armed with
somewhat unreliable, home-made zip guns. Their Handgun skill is +2. (Zip Guns: Type P; WA -
1; Con P; Avail P; Dmg 1d6+1; #Shots 6; ROF 1; Rel UR; Range 50 m).
Among the other members, the weapon of choice is a seemingly innocent sensu (fan) whose
ribs end in razor-sharp points. To use this specialized melee weapon properly, extensive training
is required. (Warrior’s Fan: WA + 1; Con P; Avail R; Damage 2d3; Rel VR; Range l m.)
Toshizo Koyanagi, a university drop-out, is the socbo (president) of the gang. Competing for
the spot of second in command, orfu6cbo, are Shiro Toyomura and Hitoshi Yamada. Each is
constantly trying to outdo the other in daredevil riding feats on his motorcycle, either to impress
the club president or to impress Kinuko, whose affections they are both vying for. These stunts
usually include striking a mei (a dramatic Ka6kistyle pose) while the motorcycle zooms over
rough, dangerous terrain.
As yet, no females have made it into the upper echelons of the gang. But a number are
included in the ranks of the gang’s betai (soldiers).
At night, Toshizo and his vice-presidents lead the Musha Bashiri on their noisy excursions.
Sometimes the gang roars through a quiet suburban neighborhood in pairs, one member
concentrating on driving the bike while another, sitting behind waves a red flag that bears the
gang’s colors: a white fan with Musba Basbiri written in 6nji across its opened face. At other
times the gang becomes more violent, riding their motorcycles into shops to commit armed
robbery. The gang also likes to crash house parties in suburban Tokyo, especially if the partiers
have access to Smash or other soft drugs.
By day, the gang hangs out at Otaka Ge-sen, one of Tokyo$ many gaming arcades. Doffing
their masks, they blend in with the other teens who frequent the place; only the bikes parked
outside reveal that the Musba Basbiri are within. Often members will sleep in these
relatively safe environments, rolling out their sleeping bags in an empty virtual booth.
Suitable first names for male gang members: Jun, Keishi, lssei, Takaki, Taro, Tomoyuki.
Suitable first names for female gang members: Miyuki, Mika, Ayako, Reiko, Shinobu,
Kyoko, Marina, Ikuko.
WEAPONS RESTRICTIONS
Firearms and knives with blades longer than 30 cm are illegal in Japan. If the characters are
foreigners who have enteredjapan legally, any illegal weapons carried by the characters will have
been seized by customs. To acquire a handgun through the black market, a character must make
a Streetwise skill check at a difficulty level of 25. To acquire a knife, the difficulty level is 15.
The purchase takes place in Tokyo’s Shinjuku (Kabukiza) district, stronghold of the Yakuza, or
Japanese mob. Prices are two to three times those in America. Electronics equipment may be
purchased in Akihabara, Tokyo’s “electric circus.”
If the characters are instead Japanese citizens, only legitimate police officers who are actively
working on cases under the jurisdiction of the National Police Agency will be allowed to carry
firearms. These weapons will be issued by the Japanese police force. Non-standard weapons are
not permitted.
The alternative is to speak with the Japanese in English. To determine how well a Japanese
nonplayer character speaks English, roll 1d10-2. This is the characters’ Know Language
(English) skill. A negative result means that the character does not speak English.
If a conversation is carried out in English, the above penalties apply, unless the non-player
character is fluent in English (Know Language skill level 6+). At a skill level of 8, the character
speaks English like a native, with one of the following a ccents: American, Australian, British,
Canadian, Irish, New Zealander, Scottish, South African.
A player character’s degree of success in a social situation also depends upon whether that
character is a native-born Japanese, a nikkei-jin (an ethnic Japanese born and raised outside of
the country), or a keto (foreigner). Native-born Japanese get a + 3 bonus to all Empathy and Cool
skill skill checks (except Resist Torture/Drugs). Nikkei-jin get a -1 penalty, while keto get a -3
penalty. These bonuses and penalties are cumulative with the penalties for language listed above.
Result 10: A bosozoku gang frequents this part of town. It has a couple of dozen members
who ride fancy tanshas (motorcycles) and wear weird looking masks.
Result 15: The bosozoku gang whose emblem is the white fan is called Musha Bashiri. Its
leader is a ronin (university drop-out) named Toshizo. The gang hangs out at a ge-sen on Maiji-
dori Avenue.
Result 20: After Toshizo, two of the more important gang members are Shiro and Hitoshi.
The two have been arguing a lot lately over some girl. The name of the arcade they hang out at is
Otaka Ge-Sen.
Result 25: Musba Basbiri gang members fight with warriors’ battle fans. A few of their
members also carry zip guns.
Result 30+: One of the new gang members, a girl named Kinuko, stole an experimental
motorcycle worth a lot of money four days ago. The bike is parked outside the Otaka Ge-Sen
gaming arcaderight now.
Skills: Special Ability: Authority +6. Athletics +5; Awareness/Notice +6; Basic Tech +2;
Brawling +5; Education +7; Electronic Security +2; Expert: Law +5; Handgun +6; Human
Perception +5; Interrogation +6; Intimidate +4; Melee +5; Shadow/Track +4; Streetwise +5.
Cyber: Skinwatch; neural processor with police datatenn link; smartgun link; nasal filters
(versus smog). Some have grafted muscle (Body 8; BTM -3) or Sandevistan Speedware.
Equipment: Light armor jacket (SP 12); nylon helmet (SP 20) with built-in police radio;
Towa Type 13 handgun with one extra clip; nightstick; flashlight; 10 sets plastic handcuffs.
(Towa Type 13 Police Pistol: Type P; WA +2; Con J; Avail P; Dmg 2d6 + 3 (10 mm); #Shots
12; ROF 2; Rel VR; Range 50 m.)
AT THE PIER
At night, the Musha Bashiri gang rides out to Harumi, an industrial area in the Port of Tokyo.
Here, at the abandoned Kurabashi Pier, gang members try to outdo each other with motorcycle
stunts. The rough pavement and large obstacles make for a dangerous course, while sloping
ramps provide a raised plaiforrn from which the other gang members can watch, cans of Smash
in their hands.
The characters can locate this hangout either by overhearing the argument at the ge-sen, or by
asking non-gang kids in and around Otaka Ge-Sen where the Musba Basbiri have gone. There is
a Io% chance (a 1 on a 1d10) that any kid will be able to name the Kurabashi Pier. As before, the
kids are suspicious of adults asking questions, however, and will answer only if the character
makes an Interrogation Intimidate, Oratory, Interview, or Persuasion & Fast Talk skill check of
15+.
The gang gathers at the Kurabashi Pier at 10 p.m. If the characters can get there first, they
can conceal themselves. Each character’s Hide/Evade skill check should be compared to a single
Awareness/ Notice skill check on the part of the gang as a whole to see if that character is
spotted.
If the players are really having trouble deciding what to do next, one of the characters spots
a, gang member on a motorcycle. The kid tries to lose them but crashes his bike, seriously
injuring one leg. The characters can use either their Interrogation or Intimidate skills to bully the
whereabouts of the gang out of the kid, or can try Persuasion & Fast Talk, perhaps using the
promise of medical aid as an incentive. In either case the difficulty number is IO.
Tonight, Shiro and Hitoshi are going to try to outdo each other in a contest to see who will
“win” Kinuko as his girlfriend. The stunts are to be performed on the Yamaha Kamikaze. In
honor of the bike’s name, each rider ties a white cloth around his forehead before setting out to
do his stunts, and burns incense in his helmet. They take turns until one loses the contest.
Kinuko doesn’t approve of the contest, but if she protests, the gang’s socbo, Toshizo, may
toss her out of Musha Bashiri. She watches from the sidelines, furious at being treated like a
contest prize. After stealing the bike, she expected to be treated as an equal of the boys in the
gang. Now she is somewhat disillusioned but is still fiercely loyal to her new “family.”
Before the adventure begins, the gamemaster should decide in advance what stunts Shiro and
Hitoshi will perform, then roll each gangers’ Motorcycle skill checks to see if he succeed. The
results should be noted, then described at a realistic pace when the story reaches this point.
The stunts are carried out at anywhere from 100 to 150 kmh (within maximum maneuvering
speed). A skill check missed by 1-6 is a skid, from which the ganger is automatically deemed to
recover. A skill ,check missed by 7+ is a crash. Both bike and rider take 1d10 points of damage
per 30 kmh increment of speed (rounded up). As soon as either the bike is destroyed (loses 20
SDP) or one of the contestants is critically wounded the contest ends.
The contest will be especially dramatic if the loser is mortally injured and dies as the result of
a crash. If this happens, Kinuko rushes down to embrace the fallen rider, only to be yanked back
by the angry winner. A fist fight breaks out between Kinuko and the victor, while the gang
members cheer. The boys urge him to “show your girlfriend who’s boss,” while a handful of the
bolder girls (those with their own bikes) cheer Kinuko on.
If any of the characters has won the trust of the gang and been invited to perform motorcycle
stunts these take place before the contest between Shiro and Hitoshi. The gamemaster should use
the rules for Maneuver Rolls, and for Losing and Regaining Control of a Vehicle from Solo of
Fortune, The character can either use his or her own bike, or borrow one from a gang member on
a Persuasion & Fast Talk skill check of 15+.
PARTY CRASHERS
The characters are likely going to have to wait until the contest is over before trying to grab
either Kinuko or the Yamaha Kamikaze. The full gang is in attendance this evening (all 50 of
them), and any obvert attempt to interfere with the evening’s proceedings is cause for the
characters to be attacked.
At some point in the evening, the “party” at the Kurabashi Pier is crashed. Ideally this should
occur just after the contest between Shiro and Hitoshi, when Kinuko and the victor are fighting,
but the gamemaster may need to adjust the timing depending upon the player characters’ actions.
An armored AV-4 (SP 40) swoops low over the harbor, angling toward the pier. As soon as it
touches down, six men leap out of the assault vehicle. Four of them threaten the gangers with
assault weapons to keep them back, while the other two drag the Kamikaze inside the AV-4. All
six then leap back inside the AV-4, which jets away. Unless there is serious opposition, the
whole operation takes less than two minutes.
The men in the AV-4 are hired guns in the employ of a Japanese automotive firm. Their
objective is to capture the Yamaha Kamikaze no matter how damaged it might be. They don’t
care who they kill in the process. Fortunately, the gangers know when they’re outgunned, and
don’t try to fight back. They have no idea who these goons are, but they respect a show of force.
The player characters, however, may want to start something…
Hired Thugs
Int 6 Ref 7 Cool 7 Tech 6
Luck 5 Attr 4 MA 7 Emp 7
Body 8 Save 8 BTM -3
Skills: Special Ability: Combat Sense +6. Athletics +6; Awarehess/Notice +5i Basic Tech
+2; Brawling +6; Education +3; Handgun +6; Intimidate +6; Melee +5; Rifle +6; Strength Feat
+4.
Cyber: Neural processor with smartgun link; cyberoptic with targeting scope, image
enhancement, low lite, and anti-dazzle; skin weave.
Equipment: Kevlar T-shirt (SP 10); Towa Type 99 assault rifle. (Towa Type 99 Assault
Rifle: Type RIF; WA +1; Con N; Avail P; Dmg 5d6 (5.56 mm); #Shots 35; ROF 30; Rel ST;
Range 400 m.)
ROLE-PLAYING A GANGER
Each time the characters interact with one of the Musha Bashiri gang members, the game
master should strive to make the ganger an individual. The following three tables can be used to
provide a ganger with a quick history. The tables can also be used by players who choose a gang
member character (in Japan or elsewhere). They augment the Lifepath provided in the
Cyberpunk 2020 game.
Characters
For the major characters, use the following Archetypesi page numbers refer to the
Shadowrun II rulebook, unless otherwise specified. (Note: Many of these characters require
Vehicle Control Rigs. Add Vehicle Control Rig 1, and decrease the Essence listed in the
Archetype by 10).